249 Open Daily games
4 Open Realtime games
  • Rating:
  • Rating Score: 8.57 out of 10 [7 ratings]
  • Difficulty: Intermediate
  • Created Date: 19th May 2011
  • Release Date: 6th Sep 2011
  • Games Played: 57

Design Information
Territories 269
Continents 219
Advanced Features Capitals
 
Board Settings
Gameplay Turn Based
Available Players
6
Card Sets Worth 1,2,3,4,5,6,7
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 1 [View]
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
0 Default

Board Description

TUG OF WAR

3v3 ONLY

Each team has a team captain who is appointed to protect the team and defeat the opponent. To decide who is the captain, one player must take the man holding the rope. To win, you must overpower the other team captain and take the man on the other end of the rope. The main board consists of many islands which are each hordes bonuses (bridges not included) of +1.

Team placement is on, and the objective of the game is to supply your team captain with units to win the tug of war at the bottom of the screen with units you gain from the hordes map on top. If a player is eliminated from the main area, his captain may eliminate him for an elimination bonus of +5, and that player's cards.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledTeamplay Only
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values1,2,3,4,5,6,7,8,9,10,11
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus5
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countMedium
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsNone

Design Information
Territories 271
Continents 219
Advanced Features Capitals
 
Board Settings
Gameplay Turn Based
Available Players
8
Card Sets Worth 1,2,3,4,5,6,7
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
0 Default

Board Description

TUG OF WAR

4v4 ONLY

Each team has a team captain who is appointed to protect the team and defeat the opponent. To decide who is the captain, one player must take the man holding the rope. To win, you must overpower the other team captain and take the man on the other end of the rope. The main board consists of many islands which are each hordes bonuses (bridges not included) of +1.

Team placement is on, and the objective of the game is to supply your team captain with units to win the tug of war at the bottom of the screen with units you gain from the hordes map on top. If a player is eliminated from the main area, his captain may eliminate him for an elimination bonus of +5, and that player's cards.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledTeamplay Only
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values1,2,3,4,5,6,7,8,9,10,11
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus5
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countMedium
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsNone

Design Information
Territories 273
Continents 219
Advanced Features Capitals
 
Board Settings
Gameplay Turn Based
Available Players
10
Card Sets Worth 1,2,3,4,5,6,7
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
0 Default

Board Description

TUG OF WAR

5v5 ONLY

Each team has a team captain who is appointed to protect the team and defeat the opponent. To decide who is the captain, one player must take the man holding the rope. To win, you must overpower the other team captain and take the man on the other end of the rope. The main board consists of many islands which are each hordes bonuses (bridges not included) of +1.

Team placement is on, and the objective of the game is to supply your team captain with units to win the tug of war at the bottom of the screen with units you gain from the hordes map on top. If a player is eliminated from the main area, his captain may eliminate him for an elimination bonus of +5, and that player's cards.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledTeamplay Only
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values1,2,3,4,5,6,7,8,9,10,11
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus5
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countMedium
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsNone

Design Information
Territories 275
Continents 219
Advanced Features Capitals
 
Board Settings
Gameplay Turn Based
Available Players
12
Card Sets Worth 1,2,3,4,5,6,7
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
0 Default

Board Description

TUG OF WAR

6v6 ONLY

Each team has a team captain who is appointed to protect the team and defeat the opponent. To decide who is the captain, one player must take the man holding the rope. To win, you must overpower the other team captain and take the man on the other end of the rope. The main board consists of many islands which are each hordes bonuses (bridges not included) of +1.

Team placement is on, and the objective of the game is to supply your team captain with units to win the tug of war at the bottom of the screen with units you gain from the hordes map on top. If a player is eliminated from the main area, his captain may eliminate him for an elimination bonus of +5, and that player's cards.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledTeamplay Only
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values1,2,3,4,5,6,7,8,9,10,11
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus5
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countMedium
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsNone